Shamus is technically impressive, showing hordes of smoothly animated enemies even though there are only 8 hardware sprites (that are not multiplexed at all). They key is that most of the enemies are built out of character graphics, with smooth 4 directional motion animated using lots of characters for partially moved enemies. This limits the number of non-sprite enemy types, but they can sure look smooth.
@@ScottyBrockway Different implementations of software sprites wildly vary in performance. Other ports of Shamus, on the Apple 2 and VIC-20, for example, use very sluggish bitmap rendered sprites that move smoothly but very slowly. Some Shamus clones like Zodiac use high performance character based softsprites, but they have jumpy movement limited to 8x8 tile alignments. The method used in the original Shamus and the C64 port offers both high performance and smooth motion. The C64 port even enhances it with extra color and higher resolution for robo-droids. Unfortunately, the extra color and resolution enhancements were not kept for Shamus Case 2, but this does make the C64 port of Shamus Case 2 zippier when there are lots of moving enemies on screen (which is very often).
There's a similar game, i think it was called; Radeloos or Kansloos, same style of gameplay as Shamus. Never been able to complete it. Same goes for this game. M.A.S.K. games and or Finders Keepers would be a nice addition to the channel!
@@ScottyBrockway I actually did, went through the whole game twice. It crashed just before end screen. First time when I shot the shadow in the end, it just flashed the shadow endlessly. I did have a save point near the final room, so I tried to change some settings in my vice emulator, but it still refused to cooperate. So I decided to play it again from the start, this time with C64C setting (I usually use C64 PAL), and in the end when I shot the shadow, it flashed and then crashed to C64 start screen. Again I did have save point near, tried different settings for C64C, but it result was always same. I believe the problem lies somewhere in my Vice settings, but as I was running out of time to get this longplay ready, I decide to do it from it's original version, which is a shame because I liked your version more. PS. Reason I changed to normal C64 to 64C setting is that in Bionic Commando it crashes, at least in my vice, after second level. In C64C it worked fine. I don't know what was the problem there, was there some obscure setting on/off or something.
@@Myrryspeikko Which version of Vice are you using? It might be an issue with an older version. If not I need to track down the error and fix it, I played through every level/skill level and it took me weeks to do.
@@ScottyBrockway I use older 3.4 version because it has worked well and if I had some problem with some games, always get it to work by tinkering it, until now, of course. =) When I encountered this problem I tough upgrading to version 3.8 might help, but as I mentioned, I was running out of time to get longplay ready. Because, like you mentioned, sometimes it takes days (even weeks) to play through certain games, so I decide to postpone your version and it will come out later. I installed latest version yesterday and got most settings and keyboard macros, which I need for recording longplays, ready. I still need to change some color settings but soon it will be ready to rock.
Very similar to Zodiac, even down to the sound effects . I suppose this came first. Nice one!
Reminds me of Berzerk.
Yes, it's basically a Berzerk clone adapted into a sprawling flick screen action adventure.
Shamus is technically impressive, showing hordes of smoothly animated enemies even though there are only 8 hardware sprites (that are not multiplexed at all). They key is that most of the enemies are built out of character graphics, with smooth 4 directional motion animated using lots of characters for partially moved enemies. This limits the number of non-sprite enemy types, but they can sure look smooth.
Yeah they are all software sprites. Lots of older games do that.
@@ScottyBrockway Different implementations of software sprites wildly vary in performance. Other ports of Shamus, on the Apple 2 and VIC-20, for example, use very sluggish bitmap rendered sprites that move smoothly but very slowly. Some Shamus clones like Zodiac use high performance character based softsprites, but they have jumpy movement limited to 8x8 tile alignments.
The method used in the original Shamus and the C64 port offers both high performance and smooth motion. The C64 port even enhances it with extra color and higher resolution for robo-droids.
Unfortunately, the extra color and resolution enhancements were not kept for Shamus Case 2, but this does make the C64 port of Shamus Case 2 zippier when there are lots of moving enemies on screen (which is very often).
@@IsaacKuo Yeah I know how they work, this game uses pre shifted characters.
There's a similar game, i think it was called; Radeloos or Kansloos, same style of gameplay as Shamus. Never been able to complete it. Same goes for this game. M.A.S.K. games and or Finders Keepers would be a nice addition to the channel!
Cybertron Mission is basically a Shamus rip off.
argh, another NTSC game being played at PAL speed... #%(@)%#@
Aww you didn't use my fixed version.
@@ScottyBrockway I actually did, went through the whole game twice. It crashed just before end screen. First time when I shot the shadow in the end, it just flashed the shadow endlessly. I did have a save point near the final room, so I tried to change some settings in my vice emulator, but it still refused to cooperate. So I decided to play it again from the start, this time with C64C setting (I usually use C64 PAL), and in the end when I shot the shadow, it flashed and then crashed to C64 start screen. Again I did have save point near, tried different settings for C64C, but it result was always same.
I believe the problem lies somewhere in my Vice settings, but as I was running out of time to get this longplay ready, I decide to do it from it's original version, which is a shame because I liked your version more.
PS. Reason I changed to normal C64 to 64C setting is that in Bionic Commando it crashes, at least in my vice, after second level. In C64C it worked fine. I don't know what was the problem there, was there some obscure setting on/off or something.
@@Myrryspeikko Which version of Vice are you using? It might be an issue with an older version. If not I need to track down the error and fix it, I played through every level/skill level and it took me weeks to do.
@@ScottyBrockway I use older 3.4 version because it has worked well and if I had some problem with some games, always get it to work by tinkering it, until now, of course. =)
When I encountered this problem I tough upgrading to version 3.8 might help, but as I mentioned, I was running out of time to get longplay ready. Because, like you mentioned, sometimes it takes days (even weeks) to play through certain games, so I decide to postpone your version and it will come out later.
I installed latest version yesterday and got most settings and keyboard macros, which I need for recording longplays, ready. I still need to change some color settings but soon it will be ready to rock.
@@Myrryspeikko I found the bug and fixed it, will upload a new version.